I would prefer the protection ability or a variant thereof instead of standard leadership. (Aragwaithi do enough damage, but a 20% resistance bonus makes them really happy and is more interesting than standard leadership anyway - it was very handy in IftU.) However the protection ability would need a fix when used with custom high (50%+) resistance units in campaigns (it reduces them to 50% at least all the implementations of it I have seen so far).

I remember somewhere in the unit tree was a strange switch in the alignment from neutral to lawful with no reason whatsoever. I am not sure for what reason the Aragwaithi need the L0 lawful peasant as a recruitable unit.

taptap wrote:I would prefer the protection ability or a variant thereof instead of standard leadership. (Aragwaithi do enough damage, but a 20% resistance bonus makes them really happy and is more interesting than standard leadership anyway - it was very handy in IftU.) However the protection ability would need a fix when used with custom high (50%+) resistance units in campaigns (it reduces them to 50% at least all the implementations of it I have seen so far).

I remember somewhere in the unit tree was a strange switch in the alignment from neutral to lawful with no reason whatsoever. I am not sure for what reason the Aragwaithi need the L0 lawful peasant as a recruitable unit.

AFAIK IftU uses the old stats where they have extremely low HP. As I've buffed their HP and nerfed their attack, I thought leadership would be better. If you have any suggestions, feel free to tell me about them.

About the alignment, the Guard line is supposed to be lawful. I was thinking about making the scout line lawful too, to differentiate it from the eagle rider a bit.

I added the peasant to bring more variety into their recruit list, and to add a bit more meat shield capabilities. As the Aragwaithi are pretty frail, I thought this would benefit stratagies relying on leadership. Coming back to your protection idea, I think this would break the peasant too. I'll change its alignment to neutral though.

1) Peasant
Does the peasant level up to Aragwaithi or Loyalist units then? I would drop the peasant for MP purposes, loyalist can't recruit it as well afair.

2) Protection
Well, this could add some defensive capabilities / survivability too. (In IftU with leadership from non-Aragwaithi source I found the high damage Aragwaithi L1 + leadership can get overpowered, but I don't know what works out best in MP, whether an ability should partially amend a weakness or increase a strength further but leave the specific weakness.)

3) Alignment
Era of Four Moons has a neutral / lawful mixed faction (Sea States) too. But it has a clear rationale behind it - line holders who have to defend are neutral, offensive units (archers, zebras) are lawful. I am not a big fan of variety for varieties sake. E.g. the Guard line is the slowest among all Aragwaithi, so you can't expect to use them offensively during ToD, but they will be attacked when they are weakest, making it lawful just weakens the faction for no effect whatsoever. The scout is mobile and would probably be ok as a lawful unit, but I guess the effect of only one lawful unit is in general too small to even bother and completely neutral is just as fine then, which would be my preference.

1) Peasant
Does the peasant level up to Aragwaithi or Loyalist units then? I would drop the peasant for MP purposes, loyalist can't recruit it as well afair.

2) Protection
Well, this could add some defensive capabilities / survivability too. (In IftU with leadership from non-Aragwaithi source I found the high damage Aragwaithi L1 + leadership can get overpowered, but I don't know what works out best in MP, whether an ability should partially amend a weakness or increase a strength further but leave the specific weakness.)

3) Alignment
Era of Four Moons has a neutral / lawful mixed faction (Sea States) too. But it has a clear rationale behind it - line holders who have to defend are neutral, offensive units (archers, zebras) are lawful. I am not a big fan of variety for varieties sake. E.g. the Guard line is the slowest among all Aragwaithi, so you can't expect to use them offensively during ToD, but they will be attacked when they are weakest, making it lawful just weakens the faction for no effect whatsoever. The scout is mobile and would probably be ok as a lawful unit, but I guess the effect of only one lawful unit is in general too small to even bother and completely neutral is just as fine then, which would be my preference.

4) Warlock
Has a staff in the description, but "kick" as attack icon.

I'll remove the peasant for now and fix the Warlock.
I was thinking about maybe giving the Captain and Ancient Banner protection, but lower level leadership. Do you think that is a good idea?

The Guards have been lawful since 1.2 IIRC. I see no reason to change that.

What I want to know:
- What are the opinions about leadership?
- What are the opinions about the Guard and Scout alignment?

Very nice faction. But I have some remarks for the Warlock line. I feel that almost every user made faction has a healing unit. This is not always necessary. See default era in comparsion. A warlock is considered to be a wizard, who is specialized to participate in wars. I don't think that he/she needs healing abilities. Teleport, moreover seems to be somewhat weird. But it's your flavor - great work, however!

Spixi wrote:Very nice faction. However I have some remarks for the Warlock line. I feel that always every user made faction has a healing unit. This is not always necessary. See default era in comparsion. A warlock is considered to be a wizard, who is specialized to participate in wars. I don't think that he/she needs healing abilities. Teleport, moreover seems to be somewhat weird. But it's your flavor - great work, however!

The mage line is meant to be very strong, but very frail. It has been this way since EE, and I don't see the need to change it.

Lately I've been thinking about rebalancing the Aragwaith ranged units.
I feel like they're not strong enough , which isn't a good thing in a faction with just 2 units with a ranged option.
That's why I was thinking about maybe adding another unit to the faction, a crossbowman.
This crossbowman would have more HP but less melee damage than the archer, and will help buff range.
Do you think this is a good idea or do you have another idea about how to balance the archers, please let me know.